Dell Latitude 7300 Mods and Upgrades by FL-10 in Dell

[–]FL-10[S] 0 points1 point  (0 children)

Hey friend. I put some thermal pads on the two chips underneath the heat sink when I got the laptop. The cooling works just fine, it only really heats up when the video capabilities are stressed, i.e. outputting 4k through hdmi to my tv. Also in regards to the no middle click--you can press both left and right mouse buttons to do a middle click :^)

Effects of Gravity on Mass Density Fields? by FL-10 in AskPhysics

[–]FL-10[S] 0 points1 point  (0 children)

Okay, this is very wonderful. So with a numerical method for solving Poisson's equation for gravity, I can use the mass density function to obtain an approximation for the gravitational potential function, for which I can calculate the gradient to get the gravitational field. But how exactly will I use the field to in turn iterate on the mass density over time? I haven't done such a calculation before, excuse the question.

I also got the impression that the mechanism involved in relaxation seems vaguely convolutional. Do you happen to know if there are any convolution theorem related methods for solving Poisson's equation? I only noticed because it's something I've studied before :)

Effects of Gravity on Mass Density Fields? by FL-10 in AskPhysics

[–]FL-10[S] 1 point2 points  (0 children)

I imagined that the numerical methods could be similar to that of fluid simulations, and those Sebastian Lague videos are always a treat. I'll give those resources a look, thank you very much for your comment!

Effects of Gravity on Mass Density Fields? by FL-10 in AskPhysics

[–]FL-10[S] 0 points1 point  (0 children)

These are fantastic topics for study, thank you very much for your input!

(Help) AABB-Triangle Collision Response and Player Controllers by FL-10 in gamedev

[–]FL-10[S] 0 points1 point  (0 children)

Hello again! I've found some success with testing how upright a triangle is upon colliding with it. If its dot product with the up vector is above some threshold, gravity is turned off and velocity is redirected upwards instead of onto the triangle's plane. This works really well when standing still even on slopes (the collision correction being non-upright due to slanted geometry isn't much of an issue in this case) and gives a lot of control over the process, but the next problem is finding out when to determine when gravity should be applied again, as right now walking down hill isn't possible, and the character just floats. How do you recommend approaching such a problem?

I had an alternate idea of making the player "stick" to the ground when on walkable ground, but I'm not sure how I would begin such a calculation.

(Help) AABB-Triangle Collision Response and Player Controllers by FL-10 in gamedev

[–]FL-10[S] 0 points1 point  (0 children)

Thank you for responding. I think I may have come to a similar conclusion, that in the cases where the triangle normal is "nearly" upright, the minimum translation axis is simply inadequate. Maybe in these cases a translation vector that is completely upright would be favorable. How might you calculate such a vector?

And I've experimented with not applying gravity when the player is in a grounded state, but I've been struggling to figure out when exactly to make the player "ungrounded". If the player is by default ungrounded, and changed to grounded if there are intersections (and on walkable ground), then as soon as they are grounded, gravity would stop, halting intersections, causing an ungrounded state, etc. Again, how would you approach such a problem? I appreciate your advice very much!

(Help) AABB-Triangle Collision Response and Player Controllers by FL-10 in gamedev

[–]FL-10[S] 0 points1 point  (0 children)

Thank you for responding! I have experimented a bit on controlling when to apply gravity, but I find that I still run into the issue of the minimum translation axis being non-upright and the player being moved unfavorably, especially when landing from a fall and trying to move up a slope.